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authorSteve Melenchuk <smelenchuk@gmail.com>2014-02-10 14:54:27 -0700
committerSteve Melenchuk <smelenchuk@gmail.com>2014-02-10 14:54:27 -0700
commit5b32d56375401fe657b83bd5a0b3bb53070e0abf (patch)
tree4896b6b15aba4e6ecee08a7e75dadc7309a4c50a /crawl-ref/source/spl-summoning.h
parenta8f07b1d7ffb24825637ea889198faf24749f241 (diff)
downloadcrawl-ref-5b32d56375401fe657b83bd5a0b3bb53070e0abf.tar.gz
crawl-ref-5b32d56375401fe657b83bd5a0b3bb53070e0abf.zip
Don't directly shadow mimic conjurations; use shadow spells.
For beams, you get Shadow Bolt; for non-beams, you get Shadow Shard. There are a couple of weird cases with this that should go away with the next commit.
Diffstat (limited to 'crawl-ref/source/spl-summoning.h')
-rw-r--r--crawl-ref/source/spl-summoning.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/spl-summoning.h b/crawl-ref/source/spl-summoning.h
index 54ede86239..d81bed0f5a 100644
--- a/crawl-ref/source/spl-summoning.h
+++ b/crawl-ref/source/spl-summoning.h
@@ -94,6 +94,7 @@ spret_type cast_mass_abjuration(int pow, bool fail = false);
monster* find_battlesphere(const actor* agent);
spret_type cast_battlesphere(actor* agent, int pow, god_type god, bool fail);
void end_battlesphere(monster* mons, bool killed);
+bool battlesphere_can_mirror(spell_type spell);
bool aim_battlesphere(actor* agent, spell_type spell, int powc, bolt& beam);
bool trigger_battlesphere(actor* agent, bolt& beam);
bool fire_battlesphere(monster* mons);